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OTHER SINS HELPFUL MODDING LINKS*
*Links are updated when requested.
The Soase Idiot's Guide
Confused? No idea where to even start?
Determined to work at it?
This is the place!
Sins Modding Wiki
ZombieRus's Eclipse Wizardry
Tutorials
MyFist0's full modding site.
Emphasis on modeling and
texturing.
REBELLION MODDING TOPICS
Rebellion Modding Q & A
Mesh Editing
Changing Diplomacy Files to Rebellion
IT REALLY HURTS MY BRAIN--HOW TO START
An Idiot's Guide To Getting Started
MyFist0's Modding Megasite!
MOD DOWNLOADS
ZombieRus5's Mod Yard
Directory of Planet Mods
STEAM
STEAM Sins Forums
DEVELOPERS
Sins Developer Journals Forum 2007 to Present
REFERENCE FILES
Research Modifier List
MyFist0's Exported Models & Files
Modifier List
Harpo's Converted Sins Reference Files 2011
THIRD PARTY TOOLS
3dS Texturing Toool & Tips
Ship Fleet Calculator
SoaSE Eclipse Plugin Project
Mesh Resizing Tool--courtesy of the Reqiuem team.
Harpo's Sins Utility Package -- Dropbox
The Sins Optimization Project (TSOP)
Artificial Unintelligence (Mod and AI info)
Sins Data Converter by BCXtreme
EXPLANATIONS & DISCUSSIONS
Rebellion Updates by Blair Frazier
How to Add a Fourth Race
User-updatable Ship Reference Chart
Sins Modding Dictionary
Adding phase Effects to other weapon types
Culture, Explanation/Discussion
Weapons, Explanation/Discusion
Shield Mitigation & Armor, Explanation/Discussion-1
Shield Mitigation & Armor, Explanation/Discussion -2
Graphic Chart of Sin's Counters
Annotated Guide to the Developer.exe
In-Game Map Creator
Weapons Banks & DPS
Combat Mechanics
Rebellion Shield Mitigation & Focus Fire testing
PARTICLE FORGE
Particle Forge Help Thread
GALAXY FORGE
Adding Artifacts
Working Template Examples
SemazRalan's Template Guide
Pirates Base Start Template
SOUND RESOURCES
[SFX] Black Sun SFX/Music Resource for Modders
MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX
XSI Texturing, Tutorial
3dS Model Exporter
3DS Max Rigging, Texturing & Exporting, Guide
Modding/Modelling/Texturing/Converting, Tutorials
WIKI'S
Sins of a Solar Empire Official Wiki
got an old file in there me thinks, your entity lines are off
Oh yeah, I managed to make sins roll over by missing some debris lines. Funny stuff, the massive multi-gb debug files weren't much help, though.
Is there any documentation to what exact the Camera settings file does? I wonder if I can tune it to smooth out the camera and get rid of that annoying zoom hook behavior...
I don't know if this is the right place to post.
I have never played multiplayer and don't plan to. I really liked the OP ability of the Vasari Rebel Starbases going to non-owned planets. This was disabled in the latest patch I have. I know how to convert .entity files to txt and hope I can figure out how to use them as a mod, I just don't know which .entity file to change to allow this to happen again.
Can someone please point me in the direction of the correct file? I'm running a steam version and have looked in several of the files in the GameInfo directory but just can't find the right one.
Thanks.
The research file, probably called ResearchStarbaseMobilization.entity or something like that (don't have the game files in front of me right now). You'll also need a copy of the old file so you know what line to change it back to.
Thanks for the reply. I don't see anything that specifically would prevent the jump unless it is this:
researchModifier modifierType "StarBasesCanHyperspace"
In which case I can just make it: modifierType ""
I guess I can do it and test it.
Nevermind, figured it out. Thanks!
How do you alter the number of modules that appear on a Planets Surface? The ones which are linked to the population levels?
I have seen it somewhere, but really need sleep now and its inhibiting my eyes to find it again!
the section of the PlanetTYPE.entity that you want is
path:CivilianModules stageCount 2 stage price credits 0.000000 metal 0.000000 crystal 0.000000 upgradeTime 0.000000 maxModuleSlotCount:Civilian 6.000000 maxModuleConstructorCount 0 stage price credits 450.000000 metal 150.000000 crystal 75.000000 upgradeTime 45.000000 maxModuleSlotCount:Civilian 12.000000 maxModuleConstructorCount 1 path:TacticalModules stageCount 3 stage price credits 0.000000 metal 0.000000 crystal 0.000000 upgradeTime 0.000000 maxModuleSlotCount:Tactical 5.000000 maxModuleConstructorCount 1 stage price credits 450.000000 metal 150.000000 crystal 75.000000 upgradeTime 45.000000 maxModuleSlotCount:Tactical 15.000000 maxModuleConstructorCount 2 stage price credits 550.000000 metal 175.000000 crystal 125.000000 upgradeTime 60.000000 maxModuleSlotCount:Tactical 25.000000 maxModuleConstructorCount 3
this is from the vanilla PlanetAsteriod.entity and IS the same for all later versions of the game.
harpo
I don't think that is what he is asking Harpo. He means the cosmetic little cities that appear on planets as their population grows.
The default is you get one of those for every 20 population the planet has. If it can be changed I think it would be in the gameplay.constants file.
SOA2 dumped them all together, we have better uses for those resources
You are correct, cant seem to find the line which alters it though, I have seen it before and am certain its in this file as well. Will have to go through with a fine toothed comb now I have had some rest ha.
Still couldn't find it, its possible the line of code has been moved or maybe they are no hard coded? Can't seem to find it any where.
Are you talking about the planet elevators?
He is. I'm fairly sure what he wants can be found in the PlayerRACE files and PlanetElevators.data.
Alright, I should know this but I'm blanking out right now. Can you use buffInstantActionType "ColonizePlanet" in a buff or will it only work in ability entity files?
I'm trying to add a sfx whenever a ship/frigate/titan/fighter moves, similar to what happens in the Star Wars movies.
matter is, while I have checked the entity folder, I don't know where to start. any advice, please?
It can be changed in a ship's entity file, assuming you've made the needed entries elsewhere. Call me nuts, but might I suggest looking at one of the Star Wars mods that are already out for Sins to get a better understanding of this?
I did, but the Requiem mod doesn't work for me. no sounds at all and every model is blue.
which entries would be needed?
Requiem has a bit weird installation. You must not have the resource pack enabled correctly.
oh. how come it has a weird installation?
The author thought it was better his way. Basically just follow the special instructions on the download page or if they still don't make sense ask for clarification on their forums.
followed them. activated the "Requiem 4" folder and still nothing
This buff type has special logic associated with it to validate colonization research is completed if needed. Using it in a sub buff file doesn't seem to add any value over changing player index.
What are you trying to accomplish? There is probably another way to do the same thing.
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